mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
add floodfill light propagation in vl fog. fix up nether and end shaders. tweaked shadows some. improved filtering for shadows/ssao, and VL fog. improved the "clouds intersect terrain" setting
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@ -85,6 +85,8 @@ vec3 doMotionBlur(vec2 texcoord, float depth, float noise){
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return color / samples;
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}
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uniform sampler2D shadowcolor1;
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void main() {
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float depth = texture2D(depthtex0,texcoord*RENDER_SCALE).r;
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@ -105,5 +107,13 @@ void main() {
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doCameraGridLines(COLOR, texcoord);
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#endif
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#if DEBUG_VIEW == debug_SHADOWMAP
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vec2 shadowUV = texcoord * vec2(2.0, 1.0);
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if(shadowUV.x < 1.0 && shadowUV.y < 1.0 && hideGUI == 1)COLOR = texture2D(shadowcolor1,shadowUV).rgb;
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#endif
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gl_FragColor.rgb = COLOR;
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}
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